This function triggers an event used to track errors and warnings experienced by players.
For example, it could be called to indicate when a function call fails - such as a datastore save or
TeleportService/Teleport. See the example below.
Limits of events
Each game server is allowed a certain number of standard events API calls based on the number of players present (more players means more events will be needed).
The events that exceed the limit will be dropped and log an error to the developer console.
- Per minute limit: 120 + numPlayers * 20, all events shared this limit.
- Cooldown: refresh every 10 seconds
Limits of parameters
Limit the size of parameters. The event that exceeds the limit will be dropped and log an error to the developer console.
|Parameters||Maximum Number of Characters|
|customData Variant||500 after serialized|
|other string types||50|
AnalyticsService/FireInGameEconomyEvent, triggers an event used to track player actions pertaining to the in-game economy
AnalyticsService/FirePlayerProgressionEvent, triggers an event used to track player progression through the game
AnalyticsService/FireCustomEvent, triggers an event used to emit a custom event
The player who triggered the error event, nil if not player related
The specified log level (e.g. Debug, Error)
User defined message
Optional. A dictionary which contains predefined keys including “errorCode” and “stackTrace”. Both keys values are strings. stackTrace is a traceback of the current function call stack
Optional. User defined data, could be a string, a number or a table
Analytics Event - Log
The code sample below demonstrates how to use the `` function to track log events using the
AnalyticsService. The example uses the function to report when a
TeleportService/Teleport call fails.